Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Dwarven Tankard of Tavern Singing (Wand of Conducting)
common
FR-DC-LIN6 Strike the Earth
Show
Notes:
A fine tankard carved in high-quality wood with ornaments and dwarvish runes wishing the drinker good health. When waved around, instead of an orchestra, the music is that of dozens of dwarvish voices, singing together songs about their heroes from times forgotten. If the tankard is empty, the songs are sad. The more alcohol you place into the tankard, the happier the songs get, and the voices laugh whenever you spill some.
Dread helm
common
PS-DC-LIN5 The Pale Bull
Show
Notes:
This helmet is crafted from the skull of a minotaur, its horns menacingly protruding from either side. When worn, the wearer's eyes glow a deep red, and they gain the ability to speak and understand Abyssal while wearing it. However, their voice takes on a deep, menacing tone, akin to that of a demon's growl.
Mariner's Armor (Scale Mail)
uncommon
SERVICE AWARD RECOMPENSES
Show
Notes:
Constructed of flat, smooth, and overlapping river stones, this set of scale mail is surprisingly light and mobile. While wearing the armor, you need half the water normally required to stave off exhaustion. This item functions as mariner’s armor (scale mail) (see the Dungeon Master’s Guide).
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Winged boots
uncommon
Trade Log
Show
Notes:
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Moon Sickle +1
uncommon
Trade Log
Show
Notes:
Source: Tasha's Cauldron of Everything
Weapon (sickle), uncommon (+1), rare (+2), very rare (+3) (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon's rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Mask of the beast
uncommon
Trade Log
Show
Notes:
This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.
Brooch of Shielding
uncommon
DDAL05-3 Uninvited Guests
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This item can be found in the Dungeon Master’s Guide.
This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were.
Flail +1
uncommon
DDHC-TYP- Tomb of Horrors
Show
Notes:
Melee weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Staff of the woodland
rare
Trade Log
Show
Notes:
Requires Attunement by a Druid
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you have a +2 bonus to spell Attack rolls.
The staff has 10 Charges for the following Properties. It regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its Properties and becomes a nonmagical Quarterstaff.
Spells: You can use an action to expend 1 or more of the staff's Charges to cast one of the following Spells from it, using your spell save DC: Animal Friendship (1 charge), Awaken (5 charges), Barkskin (2 charges), locate animals or Plants (2 charges), Speak with Animals (1 charge), speak with Plants (3 charges), or Wall of Thorns (6 charges).
You can also use an action to cast the Pass without Trace spell from the staff without using any Charges.
Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic if targeted by Detect Magic. While touching the tree and using another action to speak its Command, word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Ring of fire resistance
rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Wondruous item, require attunment
You have resistance to fire damage while wearing this ring. The ring is set with garnet
Cloak of the bat
rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Berserker Axe
rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Weapon (any axe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Bracers of Defense
rare
DDHC-TYP- Tomb of Horrors
Show
Sword of Vengeance
rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties
Figurine of Wondrous Power (Bronze Griffon)
rare
Trade Log
Show
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
Gem of Seeing
rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Wondrous item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Darkthorn Arrows
rare
LN-1 Fuzzytail and the frightful candy goat massacre
Show
Notes:
The heads of these five arrows are dark thorns of an unknown Feywild plant. When fired, they emit a greenish, glittering smoke trail. This item functions as +2 ammunition (arrows) (see the Dungeon Master’s Guide).
+2 Half Plate
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
Armor (half plate), very rare You have a +2 bonus to AC while wearing this armor. This item is found in the Dungeon Master’s Guide. This armor is made of thin plates of runeengraved stone. While worn, the wearer becomes proficient in the Dwarven language.
Spellguard Shield
very_rare
Trade Log
Show
Notes:
This shield is fashioned from a single piece of flawless crystal with straps of supple leather.
Helm of Brillance
very_rare
Trade Log
Show
Notes:
Lancé avec : 8 Diamants, 10 rubis, 19 fire opales, 25 opales
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Dwarven Tankard of Tavern Singing (Wand of Conducting) | common | FR-DC-LIN6 Strike the Earth | Show | |||
Notes:
A fine tankard carved in high-quality wood with ornaments and dwarvish runes wishing the drinker good health. When waved around, instead of an orchestra, the music is that of dozens of dwarvish voices, singing together songs about their heroes from times forgotten. If the tankard is empty, the songs are sad. The more alcohol you place into the tankard, the happier the songs get, and the voices laugh whenever you spill some. |
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Dread helm | common | PS-DC-LIN5 The Pale Bull | Show | |||
Notes:
This helmet is crafted from the skull of a minotaur, its horns menacingly protruding from either side. When worn, the wearer's eyes glow a deep red, and they gain the ability to speak and understand Abyssal while wearing it. However, their voice takes on a deep, menacing tone, akin to that of a demon's growl. |
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Mariner's Armor (Scale Mail) | uncommon | SERVICE AWARD RECOMPENSES | Show | |||
Notes:
Constructed of flat, smooth, and overlapping river stones, this set of scale mail is surprisingly light and mobile. While wearing the armor, you need half the water normally required to stave off exhaustion. This item functions as mariner’s armor (scale mail) (see the Dungeon Master’s Guide). While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. |
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Winged boots | uncommon | Trade Log | Show | |||
Notes:
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |
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Moon Sickle +1 | uncommon | Trade Log | Show | |||
Notes:
Source: Tasha's Cauldron of Everything Weapon (sickle), uncommon (+1), rare (+2), very rare (+3) (requires attunement by a druid or ranger) This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon's rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |
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Mask of the beast | uncommon | Trade Log | Show | |||
Notes:
This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn. |
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Brooch of Shielding | uncommon | DDAL05-3 Uninvited Guests | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This item can be found in the Dungeon Master’s Guide. |
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Flail +1 | uncommon | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Melee weapon (flail), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. |
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Staff of the woodland | rare | Trade Log | Show | |||
Notes:
Requires Attunement by a Druid This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you have a +2 bonus to spell Attack rolls. The staff has 10 Charges for the following Properties. It regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its Properties and becomes a nonmagical Quarterstaff. Spells: You can use an action to expend 1 or more of the staff's Charges to cast one of the following Spells from it, using your spell save DC: Animal Friendship (1 charge), Awaken (5 charges), Barkskin (2 charges), locate animals or Plants (2 charges), Speak with Animals (1 charge), speak with Plants (3 charges), or Wall of Thorns (6 charges). You can also use an action to cast the Pass without Trace spell from the staff without using any Charges. Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic if targeted by Detect Magic. While touching the tree and using another action to speak its Command, word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. |
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Ring of fire resistance | rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Wondruous item, require attunment |
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Cloak of the bat | rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Wondrous item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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Berserker Axe | rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Weapon (any axe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. |
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Bracers of Defense | rare | DDHC-TYP- Tomb of Horrors | Show | |||
Sword of Vengeance | rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Weapon (any sword), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties |
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Figurine of Wondrous Power (Bronze Griffon) | rare | Trade Log | Show | |||
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. |
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Gem of Seeing | rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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Darkthorn Arrows | rare | LN-1 Fuzzytail and the frightful candy goat massacre | Show | |||
Notes:
The heads of these five arrows are dark thorns of an unknown Feywild plant. When fired, they emit a greenish, glittering smoke trail. This item functions as +2 ammunition (arrows) (see the Dungeon Master’s Guide). |
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+2 Half Plate | very_rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
Armor (half plate), very rare You have a +2 bonus to AC while wearing this armor. This item is found in the Dungeon Master’s Guide. This armor is made of thin plates of runeengraved stone. While worn, the wearer becomes proficient in the Dwarven language. |
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Spellguard Shield | very_rare | Trade Log | Show | |||
Notes:
This shield is fashioned from a single piece of flawless crystal with straps of supple leather. |
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Helm of Brillance | very_rare | Trade Log | Show | |||
Notes:
Lancé avec : 8 Diamants, 10 rubis, 19 fire opales, 25 opales |
Unlocked Magic Items
Name
Rarity ▲
Tier
Location
Table
Result
Source
Potion of Acid Resistance
uncommon
1
DDAL06-01 A Thousand Tiny Deaths
Show
Spell Scroll of invisibility
uncommon
DDAL06-01 A Thousand Tiny Deaths
Show
Shield of the Salty Griffon (Shield +1)
uncommon
Trade Log
Show
Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal AC bonus.
The Shield of the Salty Griffon is a magical shield made from the polished shell of a giant oyster.
This item can be found in the Dungeon Master’s Guide.
Magic Award - Tyr’s Blessing of the Mind Blessing
very_rare
CCC-BMG-22 Phlan 2-1 Demagogue
Show
Notes:
Very rare (requires attunement)
This blessing has been bestowed upon you by Tyr in recognition of your service to the city and citizens of Phlan in the face of great peril to your own wellbeing. Your Intelligence score increases by 2, up to a maximum of 20. This blessing may be refused. If accepted, it requires an attunement slot. This blessing is offered to all adventurers regardless of completing the other two adventures in the trilogy. This blessing is not tradeable, and if refused or unattuned, it cannot be regained.
Name | Rarity ▲ | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Potion of Acid Resistance | uncommon | 1 | DDAL06-01 A Thousand Tiny Deaths | Show | |||
Spell Scroll of invisibility | uncommon | DDAL06-01 A Thousand Tiny Deaths | Show | ||||
Shield of the Salty Griffon (Shield +1) | uncommon | Trade Log | Show | ||||
Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal AC bonus. |
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Magic Award - Tyr’s Blessing of the Mind Blessing | very_rare | CCC-BMG-22 Phlan 2-1 Demagogue | Show | ||||
Notes:
Very rare (requires attunement) This blessing has been bestowed upon you by Tyr in recognition of your service to the city and citizens of Phlan in the face of great peril to your own wellbeing. Your Intelligence score increases by 2, up to a maximum of 20. This blessing may be refused. If accepted, it requires an attunement slot. This blessing is offered to all adventurers regardless of completing the other two adventures in the trilogy. This blessing is not tradeable, and if refused or unattuned, it cannot be regained. |